Ublockly.I18N.NEW_SRC_NAME = '新建库';
Ublockly.I18N.NEW_FSM_NAME = '游戏逻辑';
Ublockly.I18N.NEW_STATE_NAME = '状态';
Ublockly.I18N.NEW_STRUCT_NAME = '数据结构';
Ublockly.I18N.NEW_FUNCTION_NAME = '函数';
Ublockly.I18N.Number = '数字';
Ublockly.I18N.Integer = '整数';
Ublockly.I18N.Boolean = '布尔';
Ublockly.I18N.String = '字符串';
Ublockly.I18N.FSM = '状态机';
Ublockly.I18N.COLOR = '颜色';
Blockly.Msg["Number"] = "数字";
Blockly.Msg["String"] = "字符串";
Blockly.Msg["Boolean"] = "布尔";
Blockly.Msg["Integer"] = "整数";
Blockly.Msg["FSM"] = "状态机";
Ublockly.I18N.PRIMARY_TYPES = [
    [Ublockly.I18N.Integer, 'Integer'],
    [Ublockly.I18N.Number, 'Number'],
    [Ublockly.I18N.Boolean, 'Boolean'],
    [Ublockly.I18N.String, 'String'],
    [Ublockly.I18N.FSM, 'FSM'],
    [Ublockly.I18N.COLOR, 'Colour']
];
Blockly.Msg["destroy_fsm"] = "销毁状态机";
Blockly.Msg["variables_self"] = "当前状态机";
Blockly.Msg["logic_is_not_valid"] = "%1 为无效值";
Blockly.Msg["logic_is_valid"] = "%1 为有效值";
Blockly.Msg["controls_yield"] = "等待一帧";
Blockly.Msg["change_state"] = "改变状态为 %1";
Blockly.Msg["on_message"] = "当收到消息 %1";
Blockly.Msg["on_message_struct"] = "当收到消息 %1 附加结构体数据 %2";
Blockly.Msg["on_message_primary"] = "当收到消息 %1 附加基本类型数据 %2";
Blockly.Msg["fsm_variables_get"] = "状态机变量 %2 %1";
Blockly.Msg["fsm_variables_set"] = "设置状态机变量 %3 %1 为 %2";
Blockly.Msg["state_variables_get"] = "状态变量 %2 %1";
Blockly.Msg["state_variables_set"] = "设置状态变量 %3 %1 为 %2";
Blockly.Msg["fsm_create"] = "创建状态机 %1";
Blockly.Msg["fsm_create_unnamed"] = "未命名";
Blockly.Msg["find_fsm_by_type"] = "搜索类型为 %1 的状态机";
Blockly.Msg["find_fsm_by_name"] = "搜索名为 %1 的状态机";